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Author Topic: Stardust's Workshop  (Read 187058 times)

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March 30, 2014, 09:26:39 AM
Reply #165

Offline MrL1193

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Re: Stardust's Workshop (The Saxton Hale ++ domain)
« Reply #165 on: March 30, 2014, 09:26:39 AM »
Quote from: "Legtendga"
Alright, sounds better, but 4 or 5 seconds shouldn't be too much to ask.
Agreed; 5 seconds is what I had in mind when I suggested a longer delay. 3 seconds is still not enough to hide effectively, and it wouldn't be enough for a kamikaze attack to be meaningful either. Remember, even with a clear audio tell, you still need time to react and get moving the way you want to (which may be quite awkward if you were caught up in trying to avoid Dio's normal attacks), so it's not purely 3 seconds of running away or 3 seconds of pounding on Dio.

April 12, 2014, 07:23:42 AM
Reply #166

Offline Legtendga

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Re: Stardust's Workshop (The Saxton Hale ++ domain)
« Reply #166 on: April 12, 2014, 07:23:42 AM »
...Hello?

April 12, 2014, 07:40:34 AM
Reply #167

Offline Stardust

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Re: Stardust's Workshop (The Saxton Hale ++ domain)
« Reply #167 on: April 12, 2014, 07:40:34 AM »
It is set to 4 seconds for the moment, but according to how it turns out, it might be reduced to 3 seconds. The rage must still stay effective to frag several victims.

The current progress of SH++ is that the 3rd hale is approximately made to 3/4.
A 4th hale is planned because yes. And, this being thrown, I'm actually still pending on the character choice... I'm looking for a character with flying abilities. A space ship, a Touhou girl, something with wings ; preferably a girl, and preferably not a duo/trio, too. If there's a good boss idea, I might accept the proposition ; else I'll stick to my old idea for this 4th hale.

April 12, 2014, 06:32:36 PM
Reply #168

Offline Legtendga

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Re: Stardust's Workshop (The Saxton Hale ++ domain)
« Reply #168 on: April 12, 2014, 06:32:36 PM »
Alright, is this flying Hale any bigger than normal (hitbox wise)? I know very well that flying classes are just no fun to fight, so I can only imagine a boss that's that hard to hit or predict. :/

April 12, 2014, 06:39:15 PM
Reply #169

Offline Stardust

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Re: Stardust's Workshop (The Saxton Hale ++ domain)
« Reply #169 on: April 12, 2014, 06:39:15 PM »
I can't tell for the moment ; the size of the boss' body is relative to the character itself, really. But don't worry about it, I have the key to make it funnier to fight, and that, still by keeping him/her flying.

April 14, 2014, 09:25:47 AM
Reply #170

Offline Legtendga

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Re: Stardust's Workshop (The Saxton Hale ++ domain)
« Reply #170 on: April 14, 2014, 09:25:47 AM »
Could do the Silver Surfer, make Remilla into it, or JetPack Roll Who Wants to Kill You Pt. II. Beyond that, I've got nothing. More than one TouHou boss would be a bit much, though.  :?
Oh, are the Hales V1 added going to be allowed into other mods once V2 drops?
(++ server is currently down.)

April 16, 2014, 09:53:43 AM
Reply #171

Offline Stardust

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Re: Stardust's Workshop (The Saxton Hale ++ domain)
« Reply #171 on: April 16, 2014, 09:53:43 AM »
Mario with his hover nozzle
It really depends on the mod ; for instance, for classes mods, it'll be definitely a no, as in my opinion, SH was developped and balanced against copywep-type classes. If it's a private server where players join for the lulz, then... okay I guess. But I prefer to have no public server with any kind of non-copywep classes.
As for Rebirth, Tails and I are without any doubt going to merge our devteams, albeit not our mods.
What I know is that Tails is going to make his own hales. If only Rebirth wouldn't have changed so much the SH rules (less health = faster hale, "damage = rage" instead of "hit = rage"...), we could have put the hales in a same mod.

I'll try finishing v2a before rehosting the server. It's close to the end, only 1 boss left and I'm soon on my holidays break =)
EDIT : Finally I rehosted it... and that, with FTMCompo maps because yes.

I could have posted a screenshot, but the HUDs are really saying too much, they spoil too much (._. )

April 16, 2014, 10:02:59 AM
Reply #172

Offline Rozark

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Re: Stardust's Workshop (The Saxton Hale ++ domain)
« Reply #172 on: April 16, 2014, 10:02:59 AM »
Quote from: "Stardust"
If only Rebirth wouldn't have changed so much the SH rules (less health = faster hale, "damage = rage" instead of "hit = rage"...), we could have put the hales in a same mod.

This.
Seeing as both of you have completely different formats, one sticking to the original series which I prefer while the other experiments with the formula "eh", a merge would never work. The frame of a hale idea is taken in two different perspectives. If you were going to merge anything, perhaps that is what you can agree on. In other words, a "Mario" related boss with two different takes on it.
I'm slightly concerned that I didn't contribute anything there, but oh well, the damage has been done.

April 16, 2014, 10:45:08 AM
Reply #173

Offline Stardust

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Re: Stardust's Workshop (The Saxton Hale ++ domain)
« Reply #173 on: April 16, 2014, 10:45:08 AM »
Thus we're only sharing the devteam, like to discuss about SH business, boss character selection, ideas of originality, but also the state of the servers, what can we do to improve SH as a whole (such as more Megaman hales), etc.
By looking at the incredible amount of requests and propositions of hales I saw on Tails' thread, and globally on the servers, we have enough tasks to fulfill yet. Besides making the same character into 2 different versions is just going to end up like YD and JC classes, a war of preference. Really I have retained enough characters for the moment c: except for the flying hale I'm not seduced yet for.
Oh and also playing an author's work is the best thing you could do to contribuate for her.

April 16, 2014, 07:37:35 PM
Reply #174

Offline Legtendga

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Re: Stardust's Workshop (The Saxton Hale ++ domain)
« Reply #174 on: April 16, 2014, 07:37:35 PM »
Huh. How strange. I think a merger could work, but y'all would each have to to give a little, thus I'm not really a perponent of it, but ya know. Personally, I much perfer Tails's Rage model, aswell as the way the Hale's attacks are registered, but that's just me.  :ugeek:

Quote from: "Legtendga"
Oh, are the Hales V1 added going to be allowed into other mods once V2 drops?
Quote from: "Stardust"
Besides making the same character into 2 different versions is just going to end up like YD and JC classes, a war of preference.
...So is that a no? I know most people only really seemed to want to see the Genesis Unit and/or the Unknown Robot Master brought over, as they are inventive, cool, and Mega Man based.

April 16, 2014, 07:44:08 PM
Reply #175

Offline Stardust

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Re: Stardust's Workshop (The Saxton Hale ++ domain)
« Reply #175 on: April 16, 2014, 07:44:08 PM »
You lost to the game of pairs.

(click to show/hide)

April 16, 2014, 09:05:04 PM
Reply #176

Offline Legtendga

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Re: Stardust's Workshop (The Saxton Hale ++ domain)
« Reply #176 on: April 16, 2014, 09:05:04 PM »
OH, alright. I was confused as to why you brought up classes. XD
My mistake, that was a poorly phrased question. So I take it that Tails can use stuff if he wants to (and vise versa)?

April 16, 2014, 09:49:02 PM
Reply #177

Offline Stardust

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Re: Stardust's Workshop (The Saxton Hale ++ domain)
« Reply #177 on: April 16, 2014, 09:49:02 PM »
Um

Quote from: "Stardust"
As for Rebirth, Tails and I are without any doubt going to merge our devteams, albeit not our mods.
What I know is that Tails is going to make his own hales. If only Rebirth wouldn't have changed so much the SH rules (less health = faster hale, "damage = rage" instead of "hit = rage"...), we could have put the hales in a same mod.

April 16, 2014, 10:48:10 PM
Reply #178

Offline Legtendga

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Re: Stardust's Workshop (The Saxton Hale ++ domain)
« Reply #178 on: April 16, 2014, 10:48:10 PM »
Adding Hales form other mods == Merging mods; they would obviouly be tweaked or entirely revamped to work in Rebirth if added there. Why'd you correct me in the first place if I had the right idea? :/

April 17, 2014, 02:50:47 AM
Reply #179

Offline TailsMK4

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Re: Stardust's Workshop (The Saxton Hale ++ domain)
« Reply #179 on: April 17, 2014, 02:50:47 AM »
I'm not adding hales from ++ unless Star gives the ok first. For the most part her mod is mainly about the bosses, but the new update may change things up a bit. Since I got to see some of the latest bosses...v2a will definitely feel like an update. And yes, I do know that the changes to Rebirth may not make everyone happy, but I personally think that with the way Rebirth is going, it opens up new possibilities to make the battles more interesting. However, ++ still offers the same gameplay for those used to the other SH mods, and Unholy is really its own thing together, though TECHNICALLY it's also SH. But, since I'm also beta-testing ++, I also still support the traditional gameplay, and I hope that everyone will play both ++ and Rebirth, regardless of which one is better. I'm not here to make enemies by going away from the formula. Rather I personally think that Rebirth may actually have had a few people try out SH that didn't do so in the SilverSin/Balrog days. ++ still has great bosses, and Rebirth ought to get some popular bosses soon enough. I think even with this "divide" that both mods may even benefit from each other, and we are also somewhat involved in the other's version as well (Stardust is a beta tester for Rebirth as well). Whether or not we exchange a boss now and then is yet to be seen, but I wouldn't get your hopes up. You can count on both mods to still be around in the nearby future, though.